The big problem is not the back and forth with the 3D program, but the huge blow to vertex painting. I think it’s a significant setback to production as there is really no replacement to that level of iteration and efficiency.
It was mentioned in the official stream that nanite integration for landscape is currently underway. Now, there is no way they are going to exclude blending materials with displacement on the landscape - that’s plain unusable. So they are bound to resolve this nanite vs world offset position conflict sooner or later. I just hope the solution extends to static meshes as well.